Don't explicitly init sprite for VCP, EnableDevice() will take care of that.
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@ -424,7 +424,6 @@ InitCoreDevices()
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if (!AllocateDevicePrivate(dev, CoreDevicePrivatesIndex))
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FatalError("Couldn't allocate pointer devPrivates\n");
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dev->devPrivates[CoreDevicePrivatesIndex].ptr = NULL;
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InitializeSprite(dev, NullWindow);
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(void)ActivateDevice(dev);
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/* Enable device, and then remove it from the device list. Virtual
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